ok, this may be a no-brainer, but I've got the positioned sound working fine, but I can only seem to get 1 instance of the attached object to actually play the sound.I have a top down map with this beach see... and there's a shore, and all sorts of shore tiles, and I wanted the sound of waves to get louder as the player approaches the shore tiles, but so far, it only does it for one instance, is there a way to attach it to all of them? Or have them all play the same sound and I'll just compensate with the volumes?Is it just me or does Xaudio2 seem a bit counter-intuitive...

It plays the sound fine, and it gets louder the closer the player gets to it, so all of that is fine. The problem is that I need multiple instance of the same object to be able to this at the same time, whereas right now, only the first instance does.If I have 8 copies of the shore tile that are supposed to play the sound of waves, then right now only the first one does, where I need all of them too.

I am thinking it might come down to being limited to 1 channel per object, so while this works, if you have 64 shore objects....you are going to run out of channels.

Alternatively, you could try attaching the sound to the ocean/water body beyond the shore objects, it generates the the sound from the object as a whole instead of one point, then this might work for you. You will need to do some experimentation to see what works for you.

haha yeah...I've got WAY more than 64 shore tiles lol, this is the overhead world map for my game... but I'll definitely try what you said, I had tried a single object beyond the shore previously, but obviously couldn't get more than one to work, but that makes sense about autoplay using multiple channelsI was hoping that there was a way to have each instance draw from the same source, but Xaudio2 just doesn't work that way I guess...Anyway, thanks so much for your help! Now I just need to get pixel perfect Fog of War...ugh